-
Notifications
You must be signed in to change notification settings - Fork 393
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
prana once per damage instance! #7536
base: master
Are you sure you want to change the base?
Conversation
I don't think applying this change to all of the other prevention cards is worthwhile. Better to fix the actual issue, that our "prevention" system is hardcoded. I'd love to set up a checkpoint-like interrupt system, in the damage flow, you could just say |
Fair enough. I think this one is trivial enough that we can keep them consistent (most of them literally aren't being used), and then (sooner or later) I do have plans to actually set up an interface for prevention effects. |
i guess for the things that we already have makeshift "prevent" systems, keeping them in sync isn't so bad. but like, netrunner itself allows for arbitrary prevention (Airblade: prevent a "when encountered", alexa belsky: prevent shuffling a card in hq into r&d lol, credit crash: prevent runner trashing a card, dummy box: prevent corp trashing a card, etc etc etc). we handle almost all of these directly in the cards but they could be done in an automated way if we had the prevention system set up to be modular. just hard to figure out how to design it with what we have. |
Yeah. My idea for prevention is essentially going to mimic how I did traces in ONR:
Which means we can probably actually define the abilities in terms of: :interrupts [{:type :prevent-meat
:label "Prevent 3 meat damage"
:effect ...
:msg ...
:req (req whatever)
:cost [(->c :trash-can 1)]] which would be distinct from the paid abilities on a card (and would also let us dodge issues like this: #5171, by specifying which ones actually have costs) |
That's killer. Very similar to how I've envisioned, but mine was not so fleshed out. |
Thinking about this a tiny bit more, I think this is also something I want to wrap through my choose-one helper once that gets fully fleshed out - I think I'll port that piece of the puzzle over in a few months. |
Instead of just swapping the type of damage into the state damage prevent thing, we swap in a map with
{:type type :eid eid}
.I updated all checks notes one other things that used this area of the engine to match (we really should enforce this a little more 😂)
Closes #5765
Also made both halves of PE interactive, instead of just the on-score
Closes #5861 (the player wanted pe and sting to interact on steal)